state.c revision dca6a28a14f22d77273d79d44f57b0d853c0242d
1/*
2 * Mesa 3-D graphics library
3 * Version:  7.3
4 *
5 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26/**
27 * \file state.c
28 * State management.
29 *
30 * This file manages recalculation of derived values in struct gl_context.
31 */
32
33
34#include "glheader.h"
35#include "mtypes.h"
36#include "context.h"
37#include "debug.h"
38#include "macros.h"
39#include "ffvertex_prog.h"
40#include "framebuffer.h"
41#include "light.h"
42#include "matrix.h"
43#include "pixel.h"
44#include "program/program.h"
45#include "program/prog_parameter.h"
46#include "state.h"
47#include "stencil.h"
48#include "texenvprogram.h"
49#include "texobj.h"
50#include "texstate.h"
51#include "varray.h"
52
53
54static void
55update_separate_specular(struct gl_context *ctx)
56{
57   if (_mesa_need_secondary_color(ctx))
58      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
59   else
60      ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
61}
62
63
64/**
65 * Helper for update_arrays().
66 * \return  min(current min, array->_MaxElement).
67 */
68static GLuint
69update_min(GLuint min, struct gl_client_array *array)
70{
71   _mesa_update_array_max_element(array);
72   return MIN2(min, array->_MaxElement);
73}
74
75
76/**
77 * Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
78 * Need to do this upon new array state or new buffer object state.
79 */
80static void
81update_arrays( struct gl_context *ctx )
82{
83   struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
84   GLuint i, min = ~0;
85
86   /* find min of _MaxElement values for all enabled arrays */
87
88   /* 0 */
89   if (ctx->VertexProgram._Current
90       && arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
91      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]);
92   }
93   else if (arrayObj->Vertex.Enabled) {
94      min = update_min(min, &arrayObj->Vertex);
95   }
96
97   /* 1 */
98   if (ctx->VertexProgram._Enabled
99       && arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
100      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]);
101   }
102   /* no conventional vertex weight array */
103
104   /* 2 */
105   if (ctx->VertexProgram._Enabled
106       && arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
107      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]);
108   }
109   else if (arrayObj->Normal.Enabled) {
110      min = update_min(min, &arrayObj->Normal);
111   }
112
113   /* 3 */
114   if (ctx->VertexProgram._Enabled
115       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
116      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]);
117   }
118   else if (arrayObj->Color.Enabled) {
119      min = update_min(min, &arrayObj->Color);
120   }
121
122   /* 4 */
123   if (ctx->VertexProgram._Enabled
124       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
125      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]);
126   }
127   else if (arrayObj->SecondaryColor.Enabled) {
128      min = update_min(min, &arrayObj->SecondaryColor);
129   }
130
131   /* 5 */
132   if (ctx->VertexProgram._Enabled
133       && arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
134      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]);
135   }
136   else if (arrayObj->FogCoord.Enabled) {
137      min = update_min(min, &arrayObj->FogCoord);
138   }
139
140   /* 6 */
141   if (ctx->VertexProgram._Enabled
142       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
143      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]);
144   }
145   else if (arrayObj->Index.Enabled) {
146      min = update_min(min, &arrayObj->Index);
147   }
148
149   /* 7 */
150   if (ctx->VertexProgram._Enabled
151       && arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
152      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]);
153   }
154
155   /* 8..15 */
156   for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
157      if (ctx->VertexProgram._Enabled
158          && arrayObj->VertexAttrib[i].Enabled) {
159         min = update_min(min, &arrayObj->VertexAttrib[i]);
160      }
161      else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
162               && arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
163         min = update_min(min, &arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]);
164      }
165   }
166
167   /* 16..31 */
168   if (ctx->VertexProgram._Current) {
169      for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) {
170         if (arrayObj->VertexAttrib[i].Enabled) {
171            min = update_min(min, &arrayObj->VertexAttrib[i]);
172         }
173      }
174   }
175
176   if (arrayObj->EdgeFlag.Enabled) {
177      min = update_min(min, &arrayObj->EdgeFlag);
178   }
179
180   /* _MaxElement is one past the last legal array element */
181   arrayObj->_MaxElement = min;
182}
183
184
185/**
186 * Update the following fields:
187 *   ctx->VertexProgram._Enabled
188 *   ctx->FragmentProgram._Enabled
189 *   ctx->ATIFragmentShader._Enabled
190 * This needs to be done before texture state validation.
191 */
192static void
193update_program_enables(struct gl_context *ctx)
194{
195   /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
196    * program is enabled AND valid.  Similarly for ATI fragment shaders.
197    * GLSL shaders not relevant here.
198    */
199   ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
200      && ctx->VertexProgram.Current->Base.Instructions;
201   ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
202      && ctx->FragmentProgram.Current->Base.Instructions;
203   ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
204      && ctx->ATIFragmentShader.Current->Instructions[0];
205}
206
207
208/**
209 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
210 * to the current/active programs.  Then call ctx->Driver.BindProgram() to
211 * tell the driver which programs to use.
212 *
213 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
214 * programs or programs derived from fixed-function state.
215 *
216 * This function needs to be called after texture state validation in case
217 * we're generating a fragment program from fixed-function texture state.
218 *
219 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
220 * or fragment program is being used.
221 */
222static GLbitfield
223update_program(struct gl_context *ctx)
224{
225   const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
226   const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
227   const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
228   const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
229   const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
230   const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
231   GLbitfield new_state = 0x0;
232
233   /*
234    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
235    * pointers to the programs that should be used for rendering.  If either
236    * is NULL, use fixed-function code paths.
237    *
238    * These programs may come from several sources.  The priority is as
239    * follows:
240    *   1. OpenGL 2.0/ARB vertex/fragment shaders
241    *   2. ARB/NV vertex/fragment programs
242    *   3. Programs derived from fixed-function state.
243    *
244    * Note: it's possible for a vertex shader to get used with a fragment
245    * program (and vice versa) here, but in practice that shouldn't ever
246    * come up, or matter.
247    */
248
249   if (fsProg && fsProg->LinkStatus
250       && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
251      /* Use GLSL fragment shader */
252      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
253			       (struct gl_fragment_program *)
254			       fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
255   }
256   else if (ctx->FragmentProgram._Enabled) {
257      /* Use user-defined fragment program */
258      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
259                               ctx->FragmentProgram.Current);
260   }
261   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
262      /* Use fragment program generated from fixed-function state */
263      struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
264
265      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
266			       (struct gl_fragment_program *)
267                               f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
268   }
269   else {
270      /* No fragment program */
271      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
272   }
273
274   if (gsProg && gsProg->LinkStatus
275       && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
276      /* Use GLSL geometry shader */
277      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
278			       (struct gl_geometry_program *)
279			       gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program);
280   } else {
281      /* No geometry program */
282      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
283   }
284
285   /* Examine vertex program after fragment program as
286    * _mesa_get_fixed_func_vertex_program() needs to know active
287    * fragprog inputs.
288    */
289   if (vsProg && vsProg->LinkStatus
290       && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
291      /* Use GLSL vertex shader */
292      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
293			       (struct gl_vertex_program *)
294			       vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program);
295   }
296   else if (ctx->VertexProgram._Enabled) {
297      /* Use user-defined vertex program */
298      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
299                               ctx->VertexProgram.Current);
300   }
301   else if (ctx->VertexProgram._MaintainTnlProgram) {
302      /* Use vertex program generated from fixed-function state */
303      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
304                               _mesa_get_fixed_func_vertex_program(ctx));
305      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
306                               ctx->VertexProgram._Current);
307   }
308   else {
309      /* no vertex program */
310      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
311   }
312
313   /* Let the driver know what's happening:
314    */
315   if (ctx->FragmentProgram._Current != prevFP) {
316      new_state |= _NEW_PROGRAM;
317      if (ctx->Driver.BindProgram) {
318         ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
319                          (struct gl_program *) ctx->FragmentProgram._Current);
320      }
321   }
322
323   if (ctx->GeometryProgram._Current != prevGP) {
324      new_state |= _NEW_PROGRAM;
325      if (ctx->Driver.BindProgram) {
326         ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
327                            (struct gl_program *) ctx->GeometryProgram._Current);
328      }
329   }
330
331   if (ctx->VertexProgram._Current != prevVP) {
332      new_state |= _NEW_PROGRAM;
333      if (ctx->Driver.BindProgram) {
334         ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
335                            (struct gl_program *) ctx->VertexProgram._Current);
336      }
337   }
338
339   return new_state;
340}
341
342
343/**
344 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
345 */
346static GLbitfield
347update_program_constants(struct gl_context *ctx)
348{
349   GLbitfield new_state = 0x0;
350
351   if (ctx->FragmentProgram._Current) {
352      const struct gl_program_parameter_list *params =
353         ctx->FragmentProgram._Current->Base.Parameters;
354      if (params && params->StateFlags & ctx->NewState) {
355         new_state |= _NEW_PROGRAM_CONSTANTS;
356      }
357   }
358
359   if (ctx->GeometryProgram._Current) {
360      const struct gl_program_parameter_list *params =
361         ctx->GeometryProgram._Current->Base.Parameters;
362      /*FIXME: StateFlags is always 0 because we have unnamed constant
363       *       not state changes */
364      if (params /*&& params->StateFlags & ctx->NewState*/) {
365         new_state |= _NEW_PROGRAM_CONSTANTS;
366      }
367   }
368
369   if (ctx->VertexProgram._Current) {
370      const struct gl_program_parameter_list *params =
371         ctx->VertexProgram._Current->Base.Parameters;
372      if (params && params->StateFlags & ctx->NewState) {
373         new_state |= _NEW_PROGRAM_CONSTANTS;
374      }
375   }
376
377   return new_state;
378}
379
380
381
382
383static void
384update_viewport_matrix(struct gl_context *ctx)
385{
386   const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
387
388   ASSERT(depthMax > 0);
389
390   /* Compute scale and bias values. This is really driver-specific
391    * and should be maintained elsewhere if at all.
392    * NOTE: RasterPos uses this.
393    */
394   _math_matrix_viewport(&ctx->Viewport._WindowMap,
395                         ctx->Viewport.X, ctx->Viewport.Y,
396                         ctx->Viewport.Width, ctx->Viewport.Height,
397                         ctx->Viewport.Near, ctx->Viewport.Far,
398                         depthMax);
399}
400
401
402/**
403 * Update derived multisample state.
404 */
405static void
406update_multisample(struct gl_context *ctx)
407{
408   ctx->Multisample._Enabled = GL_FALSE;
409   if (ctx->Multisample.Enabled &&
410       ctx->DrawBuffer &&
411       ctx->DrawBuffer->Visual.sampleBuffers)
412      ctx->Multisample._Enabled = GL_TRUE;
413}
414
415
416/**
417 * Update the ctx->Color._ClampFragmentColor field
418 */
419static void
420update_clamp_fragment_color(struct gl_context *ctx)
421{
422   if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
423      ctx->Color._ClampFragmentColor =
424         !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
425   else
426      ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor;
427}
428
429
430/**
431 * Update the ctx->Color._ClampVertexColor field
432 */
433static void
434update_clamp_vertex_color(struct gl_context *ctx)
435{
436   if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
437      ctx->Light._ClampVertexColor =
438         !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
439   else
440      ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor;
441}
442
443
444/**
445 * Update the ctx->Color._ClampReadColor field
446 */
447static void
448update_clamp_read_color(struct gl_context *ctx)
449{
450   if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
451      ctx->Color._ClampReadColor =
452         !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
453   else
454      ctx->Color._ClampReadColor = ctx->Color.ClampReadColor;
455}
456
457/**
458 * Update the ctx->VertexProgram._TwoSideEnabled flag.
459 */
460static void
461update_twoside(struct gl_context *ctx)
462{
463   if (ctx->Shader.CurrentVertexProgram ||
464       ctx->VertexProgram._Enabled) {
465      ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
466   } else {
467      ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
468					    ctx->Light.Model.TwoSide);
469   }
470}
471
472
473/*
474 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
475 * in ctx->_TriangleCaps if needed.
476 */
477static void
478update_polygon(struct gl_context *ctx)
479{
480   ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
481
482   if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
483      ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
484
485   if (   ctx->Polygon.OffsetPoint
486       || ctx->Polygon.OffsetLine
487       || ctx->Polygon.OffsetFill)
488      ctx->_TriangleCaps |= DD_TRI_OFFSET;
489}
490
491
492/**
493 * Update the ctx->_TriangleCaps bitfield.
494 * XXX that bitfield should really go away someday!
495 * This function must be called after other update_*() functions since
496 * there are dependencies on some other derived values.
497 */
498#if 0
499static void
500update_tricaps(struct gl_context *ctx, GLbitfield new_state)
501{
502   ctx->_TriangleCaps = 0;
503
504   /*
505    * Points
506    */
507   if (1/*new_state & _NEW_POINT*/) {
508      if (ctx->Point.SmoothFlag)
509         ctx->_TriangleCaps |= DD_POINT_SMOOTH;
510      if (ctx->Point._Attenuated)
511         ctx->_TriangleCaps |= DD_POINT_ATTEN;
512   }
513
514   /*
515    * Lines
516    */
517   if (1/*new_state & _NEW_LINE*/) {
518      if (ctx->Line.SmoothFlag)
519         ctx->_TriangleCaps |= DD_LINE_SMOOTH;
520      if (ctx->Line.StippleFlag)
521         ctx->_TriangleCaps |= DD_LINE_STIPPLE;
522   }
523
524   /*
525    * Polygons
526    */
527   if (1/*new_state & _NEW_POLYGON*/) {
528      if (ctx->Polygon.SmoothFlag)
529         ctx->_TriangleCaps |= DD_TRI_SMOOTH;
530      if (ctx->Polygon.StippleFlag)
531         ctx->_TriangleCaps |= DD_TRI_STIPPLE;
532      if (ctx->Polygon.FrontMode != GL_FILL
533          || ctx->Polygon.BackMode != GL_FILL)
534         ctx->_TriangleCaps |= DD_TRI_UNFILLED;
535      if (ctx->Polygon.CullFlag
536          && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
537         ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
538      if (ctx->Polygon.OffsetPoint ||
539          ctx->Polygon.OffsetLine ||
540          ctx->Polygon.OffsetFill)
541         ctx->_TriangleCaps |= DD_TRI_OFFSET;
542   }
543
544   /*
545    * Lighting and shading
546    */
547   if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
548      ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
549   if (ctx->Light.ShadeModel == GL_FLAT)
550      ctx->_TriangleCaps |= DD_FLATSHADE;
551   if (_mesa_need_secondary_color(ctx))
552      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
553
554   /*
555    * Stencil
556    */
557   if (ctx->Stencil._TestTwoSide)
558      ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
559}
560#endif
561
562
563/**
564 * Compute derived GL state.
565 * If __struct gl_contextRec::NewState is non-zero then this function \b must
566 * be called before rendering anything.
567 *
568 * Calls dd_function_table::UpdateState to perform any internal state
569 * management necessary.
570 *
571 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
572 * _mesa_update_buffer_bounds(),
573 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
574 */
575void
576_mesa_update_state_locked( struct gl_context *ctx )
577{
578   GLbitfield new_state = ctx->NewState;
579   GLbitfield prog_flags = _NEW_PROGRAM;
580   GLbitfield new_prog_state = 0x0;
581
582   if (new_state == _NEW_CURRENT_ATTRIB)
583      goto out;
584
585   if (MESA_VERBOSE & VERBOSE_STATE)
586      _mesa_print_state("_mesa_update_state", new_state);
587
588   /* Determine which state flags effect vertex/fragment program state */
589   if (ctx->FragmentProgram._MaintainTexEnvProgram) {
590      prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
591		     _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE |
592		     _NEW_PROGRAM | _NEW_FRAG_CLAMP | _NEW_COLOR);
593   }
594   if (ctx->VertexProgram._MaintainTnlProgram) {
595      prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
596                     _NEW_TRANSFORM | _NEW_POINT |
597                     _NEW_FOG | _NEW_LIGHT |
598                     _MESA_NEW_NEED_EYE_COORDS);
599   }
600
601   /*
602    * Now update derived state info
603    */
604
605   if (new_state & prog_flags)
606      update_program_enables( ctx );
607
608   if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
609      _mesa_update_modelview_project( ctx, new_state );
610
611   if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
612      _mesa_update_texture( ctx, new_state );
613
614   if (new_state & _NEW_BUFFERS)
615      _mesa_update_framebuffer(ctx);
616
617   if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
618      _mesa_update_draw_buffer_bounds( ctx );
619
620   if (new_state & _NEW_POLYGON)
621      update_polygon( ctx );
622
623   if (new_state & _NEW_LIGHT)
624      _mesa_update_lighting( ctx );
625
626   if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
627      update_twoside( ctx );
628
629   if (new_state & (_NEW_LIGHT | _NEW_BUFFERS))
630      update_clamp_vertex_color(ctx);
631
632   if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
633      _mesa_update_stencil( ctx );
634
635   if (new_state & _NEW_PIXEL)
636      _mesa_update_pixel( ctx, new_state );
637
638   if (new_state & _DD_NEW_SEPARATE_SPECULAR)
639      update_separate_specular( ctx );
640
641   if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
642      update_viewport_matrix(ctx);
643
644   if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS))
645      update_multisample( ctx );
646
647   if (new_state & (_NEW_COLOR | _NEW_BUFFERS))
648      update_clamp_read_color(ctx);
649
650   if(new_state & (_NEW_FRAG_CLAMP | _NEW_BUFFERS))
651      update_clamp_fragment_color(ctx);
652
653#if 0
654   if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
655                    | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
656      update_tricaps( ctx, new_state );
657#endif
658
659   /* ctx->_NeedEyeCoords is now up to date.
660    *
661    * If the truth value of this variable has changed, update for the
662    * new lighting space and recompute the positions of lights and the
663    * normal transform.
664    *
665    * If the lighting space hasn't changed, may still need to recompute
666    * light positions & normal transforms for other reasons.
667    */
668   if (new_state & _MESA_NEW_NEED_EYE_COORDS)
669      _mesa_update_tnl_spaces( ctx, new_state );
670
671   if (new_state & prog_flags) {
672      /* When we generate programs from fixed-function vertex/fragment state
673       * this call may generate/bind a new program.  If so, we need to
674       * propogate the _NEW_PROGRAM flag to the driver.
675       */
676      new_prog_state |= update_program( ctx );
677   }
678
679   if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
680      update_arrays( ctx );
681
682 out:
683   new_prog_state |= update_program_constants(ctx);
684
685   /*
686    * Give the driver a chance to act upon the new_state flags.
687    * The driver might plug in different span functions, for example.
688    * Also, this is where the driver can invalidate the state of any
689    * active modules (such as swrast_setup, swrast, tnl, etc).
690    *
691    * Set ctx->NewState to zero to avoid recursion if
692    * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
693    */
694   new_state = ctx->NewState | new_prog_state;
695   ctx->NewState = 0;
696   ctx->Driver.UpdateState(ctx, new_state);
697   ctx->Array.NewState = 0;
698   if (!ctx->Array.RebindArrays)
699      ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0;
700}
701
702
703/* This is the usual entrypoint for state updates:
704 */
705void
706_mesa_update_state( struct gl_context *ctx )
707{
708   _mesa_lock_context_textures(ctx);
709   _mesa_update_state_locked(ctx);
710   _mesa_unlock_context_textures(ctx);
711}
712
713
714
715
716/**
717 * Want to figure out which fragment program inputs are actually
718 * constant/current values from ctx->Current.  These should be
719 * referenced as a tracked state variable rather than a fragment
720 * program input, to save the overhead of putting a constant value in
721 * every submitted vertex, transferring it to hardware, interpolating
722 * it across the triangle, etc...
723 *
724 * When there is a VP bound, just use vp->outputs.  But when we're
725 * generating vp from fixed function state, basically want to
726 * calculate:
727 *
728 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
729 *                 potential_vp_outputs )
730 *
731 * Where potential_vp_outputs is calculated by looking at enabled
732 * texgen, etc.
733 *
734 * The generated fragment program should then only declare inputs that
735 * may vary or otherwise differ from the ctx->Current values.
736 * Otherwise, the fp should track them as state values instead.
737 */
738void
739_mesa_set_varying_vp_inputs( struct gl_context *ctx,
740                             GLbitfield64 varying_inputs )
741{
742   if (ctx->varying_vp_inputs != varying_inputs) {
743      ctx->varying_vp_inputs = varying_inputs;
744      ctx->NewState |= _NEW_ARRAY;
745      /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
746   }
747}
748
749
750/**
751 * Used by drivers to tell core Mesa that the driver is going to
752 * install/ use its own vertex program.  In particular, this will
753 * prevent generated fragment programs from using state vars instead
754 * of ordinary varyings/inputs.
755 */
756void
757_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
758{
759   if (ctx->VertexProgram._Overriden != flag) {
760      ctx->VertexProgram._Overriden = flag;
761
762      /* Set one of the bits which will trigger fragment program
763       * regeneration:
764       */
765      ctx->NewState |= _NEW_PROGRAM;
766   }
767}
768